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Scroll Down to view Strat |
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Single-File Marines Sure Do Suck |
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Zileas' Guide to Avoiding Basic Formation and Firepower Pitfalls |
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Many times I'll see players attack me with a massive line of single file troops. Although many players often have the good sense to form up outside a base before attacking, often you can hit them when they are forming up, or even then, they may not attack with an optimal formation. |
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A lot of players don't understand what constitutes a good formation, and what constitutes a poor formation. Basically, think of it all in terms of firepower. You want to deal out as much firepower as possible, but you want to take as little firepower as possible. Single file marines going into a full group of hydralisks in line formation is very bad. Single fire marines going into a full group of hydralisks in a shallow encirclement formation is even worse. Similarly, bottlenecks (narrow passages) can be used to your advantage with ranged troops especially, but with melee troops as well. |
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Melee Troop Formations: Shallow Encirclement and Flanking Actions |
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When attacking with melee troops, you have to be of course within the enemies firing range to attack. The key when attacking enemy troops is to surround them(so that you apply maximum firepower), hopefully on an edge of their formation so that they cant bring all of their firepower to bear. Idealy you want to hit them such that their formation is effectively a single file line in relationship to your shallow envelopment formation. Against other enemy melee troops, this can be a bit problematic if you are outnumbered, but if you are even numbered or outnumber them you can get far better kill ratios than you normally could by doing a shallow encirclement formation. Basicaly this is a 30 degree portion of a circle, or a crescent. This will cause them to be enveloped and take slightly more damage than they are dealing. Do the geometry of two circles one on the outside and one on the inside (the length of the lines) if you dont believe me. Deep encirclement, which is nearly a semi-circle is also possible, but if they manage to move a littlebit and encircle a bit along one of your edges of the circle it will really suck. That and range troops decimate it. |
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Sometimes you will see formations where the opponent will put melee troops in front to deal damage and act to hold your troops back, while dishing out damage with missle troops (hydras and zerglings are a perfect example. so are firebats and marines). The simple way to counter this is a flanking action. Engage their melee troops with significant number of your troops, but take the rest of your troops and walk around their melee troops, striking at their missle tropps. since missle troops generally die in close quarters you should get much better results. It all comes down to a question of firepower applied and firepower dealt. Also firepower being applied to a low hitpoints, high damage unit is far more useful than that applied to a low damage high hitpoints unit. This is why ultralisks and sunkens should be low priority targets compared to say, hydralisks. Similarly templars and infested terrans are some of the highest priority targets, as are defilers. |
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When to Use Bottlenecks |
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Bottlenecks are a way to max out unit mixes, as well as melee units. The ways in which you can use a bottleneck effectively depend a lot on the power and type of attack of the units involved. Generally its best for your melee units (zerglings, zealots, firebats) to be surrounding the oppening of the bottleneck, so as to concentrate a huge surface area (high firepower) on their 3 across column of troops coming through. Similarly, you want your ranged troops to catch ANY Troops while they are in the narrow bottleneck. The best combination is using melee troops to delay their advance, all the while beating on them with ranged attacks. This is particuarly effective if they are attacking uphill and are sustaining penalties to hitting your attackers, especially your missile troops (as a side note, attacking something on higher terrain in starcraft makes you suffer a 30% chances to miss each shot...). Keep in mind you can also create bottlenecks with good building placement, and you should. A complete blockade works well too, and many terrans have held against large rushes using supply depot wall offs and bunkers..... |
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Also as a side note, make sure you always use shallow encirclement formation for your ranged attackers against melee troops (at least before you use the disco tricks i will describe below...) |
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Ranged Attackers, Fire Control, and Xaanix's Marine Disco Tricks |
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Ranged attackers are somewhat like melee attackers in that you want to concentrate large ammounts of firepower and take as little damage as possible. Firstly, you want to make sure that you shift que your attacks. This means attack a unit, then shift-attack another unit (Before the first one is dead) and so on going through their units that are near. This will concentrate firepower on one of their units, and effectively cut down their firepower far faster than your is being cut down. This isnt especially practical in larger battles, but even doing this with a moderate number of your troops will help tons. The idea here is that normally when people attack, damage is randomly distributed and only near the end of the fight do units start dying. If you attack and concentrate firepower from one unit to the next, you will be cutting down their ability to do damage to you well before they do this to you. |
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You also need to make sure that your ranged attackers dont get attacked by melee troops, as melee troops will tend to decimate them (particularly zealots). To get around this, you have to split your group, and "dance". Basically run with both groups and whichever group doesnt get chased should fire. Dont try this with dragoons -- it doesnt work well, but it works VERY well with hydras and AWSOME with marines. Xaanix has this really ugly disco routine with his marines where he kills often equal numbers of non speed upgrade zealots. "oh.. oh.. oh.. oh.. Stayin' alive! Stayin' alive!" (disco quote of the year for me). Beefcakecartman/~jolly~ is also known for this sort of thing. All good Zerg will dance around zealots in this manner. This is why if you actually do use these units, you need speed upgrade -- it nullifies the disco tricks, at least to a certain ammount. Remeber: Unit Control owns you. |
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So In conclusion: |
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1)Shift queing owns you. |